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Messages - ZzarkLinux

Pages: 1 ... 14 15 [16] 17 18 ... 39
226
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 17, 2013, 07:52:16 pm »
Actually, in hindsight the SubFort#2 was located right next to the security room. I did order the miner to "dig" into the security room, but she was on her way to sleep at the time. So I guess it was fate.

227
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 17, 2013, 06:39:49 pm »
Another goblin seige at DaubedDiamonds. Pull Level command issued. DwarfA in security room goes On Break, then Sleep. DwarfB in security room goes Sleep, then Eat. Goblins get in. Goblins slaughter 60 dwarves in SubFort#1. Goblins are removed. SubFort#1 goes berserk and kills another 30 dwarves. SubFort#2 goes berserk. 20 more dwarfs die. A second, larger seige arrives. The rest of SubFort#1 is murdered. I try to pull survivors from SubFort#2 into the security room. All the miasma and death moves into the security room. Migrants arrive and see a StarkRavingMad person and miasma fuming out the entrance ramp. Migrants path fort and die.Three remaining dwarves in SubFort#2: a child, a mayor who "Counduct Meeting", and a militia commander who "Attend Meeting". Complete fort gridlock for three months. More migrants arrive. Migrants manage to establish base in SubFort#2. A goblin commander was caught in a cage, so his squad can't leave the map. Can't get migrants until they leave. Months of buildup. Attack goblin squad with 10 untrained dwarves with 2 war hammers, a pick, and 7 training axes. The end.

My conclusion

228
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 16, 2013, 09:41:47 pm »
DaubedDiamonds is preparing to split some of it's 155 population into a labor camp near the surface.
This is insurance against a tantrum spiral, and will occupy some of my idlers.
Eventually, I hope to remove the laborers so I can open up residence for vampire migrants.

The labor camp has a food warehouse, a booze warehouse, a bedroom, and a dining room.
It will need to pierce the aquifer to supplement its stone supply.
To assist with the excavation, it also has a room containing three copper wheelbarrows and a dwarf corpse.

All that's missing now is farming supplies.

This fort has just the right amount of evil.  undead spawns and a cloud that zombifies. 
So what's worse?  an undead giant kea or a vile ash  giant kea zombie?

Nice site.
How did you get vile ash on the zombie kea? They fly no?

229
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 15, 2013, 09:19:05 pm »
DaubedDiamonds has reached 130 dwarfs (30 children), but still hasn't located a vampire yet.
It has two artifact millstones, a dog bone throne, a turkeysploion, a goosesplosion, and a thriving metal industry.
But all I really want is just a vampire.

It also has a floodhall, and lots of dead babies. I never guessed that aquifer powered ramps were so good at removing infants.

230
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 14, 2013, 10:46:31 pm »
The Werecavy attacks The Stray Doe Rabbit but She jump away !

231
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 13, 2013, 10:09:38 pm »
My test fort DaubedDiamonds has almost completed its drowning trap.
I'm testing to make sure I fixed the vampire bug (Alcohol Dependency / NO_DRINK fix found here and here)
And I want to be lazy, so I'll use a drowning trap to survive until a vampire test-subject arrives.

Anyway, I've locked a husband & wife into the 19X9 lever-control room. Their bedroom has a copper chest and copper food barrel (the husband likes copper). It's located on top of an aquifer so they have infinite water until their plump helmets bloom. Chalk statues, fish, blocks, pots and some thread too. I would have given them pigtails too, but I was hurried to finish fast because I needed flood my underground cistern and move my farms deeper.

232
Thank you Loud Whispers for taking the time to post this.
You have motivated me to start another fort.

"Likot House", the "room with the moose", and "the door" make me grin when I think about them.

Does the artifact limestone door have anything etched on it?

233
DF Dwarf Mode Discussion / Re: Vampires and traction benches
« on: February 25, 2013, 09:26:39 pm »
Good find. I guess blood really is irresistable to a vampire.

234
That is an awesome shoe.
Reminds me of this quote.

235
DF Dwarf Mode Discussion / Re: How did your fortress die?
« on: December 11, 2012, 10:32:31 pm »
Pathing and a Vampire

Surface full of zombies, and one dwarf managed to make it to the front gate.
I thought he survived because of the screwy pathing ... For some reason I blanked out on the word vampire
I rush to get him in (don't remember why, I already had 30+ dwarves and thriving industry)
I quickly open the bunny pen, but another zombie went in there first...

So the fort could no longer be protected by my almighty buns, and all was lost.

P.S. I guess I was desperate to let the guy in, because of all the fortress deaths.
The loss of some O7 dwarves, plus a painchild, plus two militia all took a toll on on my psyche. That must've been why I tried to let the vamp in.
Lesson learned: Compassion is a liability in the end of days. Should probably write "Abandon all hope ye who enter" on the doorway as a reminder

236
DF Dwarf Mode Discussion / Re: Things that don't happen.
« on: November 11, 2012, 03:42:19 pm »
Spoiler: This (click to show/hide)

Not because you can't put coffins on tracks, but because the zombies won't stay in the coffins  :-[

237
DF Dwarf Mode Discussion / Re: Embarking in Evil areas
« on: October 26, 2012, 10:33:03 pm »
Is there a trick to embarking in Evil areas?

The trick is to embark, die, and try again.
You keep trying and dying, but it's a reanimating biome so it's okay.
Eventually, you stop dying and have somehow stabilized.
But then you realize that you've become one of them.

238
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 20, 2012, 12:26:26 pm »
The story of Kid Badass

Dang, this game puts hair on your chest real fast.
At the rate things are going, that kid will probably be an eldrich monstrosity by age 2.

239
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 18, 2012, 12:31:20 pm »
I sent my obsidian farm to nega-space.
I was very, very, very wrong about the pathing not being messed up.

Do you get job cancellations at workshops?
Maybe build a masons shop, forbid all other stone, and see if they can use the obsidian to make blocks.

In my game, I was getting "could not find path" when collect webs,
even though webs were like 5 squares from the workshop.

You could try carving out some circular halls, and see which paths the dwarves like to take.

240
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 15, 2012, 07:26:36 am »
We've all felt this pain.

All of it.
*Raises hand*
I haven't. I'm serious: I've never seen this happen. However, I due have a somewhat equivalent issue: children of masons will often get in the way. It usually happens about one in ten times.

This.

It happens when the "Spot to Stand" and the "Wall" are not on the same Z-level.
Code: [Select]
vvv
+O+
+++

If the dwarf is coming from the north, they will stand on a ramp.
Of course, they cannot build the wall on the ramp.
The next spot in the path is the center tile / pillar.
The dwarf moves onto the pillar. This spot is "valid" so the dwarf starts building the wall while standing on the center tile.

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